diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-10-19 16:21:09 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-10-19 16:21:09 +0000 |
commit | 11e47ab6ff3d3ba751bf111d0c1948ac23dbb313 (patch) | |
tree | 4050919dd7b3d7bfe3770a556c08717f98107c24 /src | |
parent | 0dfce081c8043b95b11e617cd40ca8ce85e9b1df (diff) | |
download | hercules-11e47ab6ff3d3ba751bf111d0c1948ac23dbb313.tar.gz hercules-11e47ab6ff3d3ba751bf111d0c1948ac23dbb313.tar.bz2 hercules-11e47ab6ff3d3ba751bf111d0c1948ac23dbb313.tar.xz hercules-11e47ab6ff3d3ba751bf111d0c1948ac23dbb313.zip |
- Added the Monk combos to skill_castnodex so their delay is not decreased by skills.
- Added the actual skill delay of 1000ms to Triple Attack and Chain combo in skill_cast_db. Added Combo Finish and TigerFist as well with a delay of 700ms.
- Phantasmic arrow now knockbacks even if it misses.
- Adjusted the way Monk combo times work. The combo time is now always 300ms (adjusted by combo_delay_rate) which takes effect inmediately AFTER your current skill's canact-delay (which is why the particular skill delays were moved to skillcast_db)
- Modified skill_delayfix so it performs the can-act reduction from agi/dex for combos there.
- Modified pc_steal_item so that it behaves more closely to the way it does on Aegis.
- Commented out the monster_noteleport mapflag from the guild castles as this is the Aegis behaviour
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9012 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/pc.c | 45 | ||||
-rw-r--r-- | src/map/pc.h | 2 | ||||
-rw-r--r-- | src/map/skill.c | 103 |
3 files changed, 72 insertions, 78 deletions
diff --git a/src/map/pc.c b/src/map/pc.c index a69d63e29..e615b1807 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -3179,9 +3179,10 @@ int pc_show_steal(struct block_list *bl,va_list ap) *------------------------------------------ */ //** pc.c: -int pc_steal_item(struct map_session_data *sd,struct block_list *bl) +int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int lv) { - int i,skill,itemid,flag; + static int i = 0; + int rate,itemid,flag; struct status_data *sd_status, *md_status; struct mob_data *md; struct item tmp_item; @@ -3193,33 +3194,43 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl) md_status= status_get_status_data(bl); md = (TBL_MOB *)bl; - if(md->state.steal_flag>=battle_config.skill_steal_max_tries || md_status->mode&MD_BOSS || md->master_id || + if(md->state.steal_flag>=battle_config.skill_steal_max_tries || + md_status->mode&MD_BOSS || md->master_id || (md->class_>=1324 && md->class_<1364) || // prevent stealing from treasure boxes [Valaris] map[md->bl.m].flag.nomobloot || // check noloot map flag [Lorky] - md->sc.data[SC_STONE].timer != -1 || md->sc.data[SC_FREEZE].timer != -1 //status change check + md->sc.opt1 //status change check ) return 0; - skill = battle_config.skill_steal_type == 1 - ? (sd_status->dex - md_status->dex)/2 + pc_checkskill(sd,TF_STEAL)*6 + 10 - : sd_status->dex - md_status->dex + pc_checkskill(sd,TF_STEAL)*3 + 10; + rate = battle_config.skill_steal_type + ? (sd_status->dex - md_status->dex)/2 + lv*6 + 10 + : sd_status->dex - md_status->dex + lv*3 + 10; - skill+= sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex] + rate += sd->add_steal_rate; //Better make the steal_Rate addition affect % rather than an absolute on top of the total drop rate. [Skotlex] - if (skill < 1) + if (rate < 1) return 0; md->state.steal_flag++; //increase steal tries number - for(i = 0; i<MAX_MOB_DROP; i++)//Pick one mobs drop slot. - { - itemid = md->db->dropitem[i].nameid; - if(itemid <= 0 || (itemid>4000 && itemid<5000 && pc_checkskill(sd,TF_STEAL) <= 5)) - continue; - if(rand() % 10000 < md->db->dropitem[i].p*skill/100) - break; + //preliminar statistical data hints at this behaviour: + //each steal attempt: try to steal against ONE mob drop, and no more. + //We use a static index to prevent giving priority to any of the slots. + old_i = i; + do { + i++; + if (i == MAX_MOB_DROP-1 && lv <= 5) + continue; //Cannot steal "last slot" (card slot) + if (i == MAX_MOB_DROP) + i = 0; + } while (md->db->dropitem[i].p <= 0 && old_i != i); + + if(old_i == i) { + md->state.steal_flag = UCHAR_MAX; //Tag for speed up in case you reinsist + return 0; //Mob has nothing stealable! } - if (i == MAX_MOB_DROP) + + if(rand() % 10000 >= md->db->dropitem[i].p*rate/100) return 0; md->state.steal_flag = UCHAR_MAX; //you can't steal from this mob any more diff --git a/src/map/pc.h b/src/map/pc.h index d0928c203..a9ec1dd09 100644 --- a/src/map/pc.h +++ b/src/map/pc.h @@ -171,7 +171,7 @@ int pc_skill(struct map_session_data*,int,int,int); int pc_insert_card(struct map_session_data *sd,int idx_card,int idx_equip);
-int pc_steal_item(struct map_session_data *sd,struct block_list *bl);
+int pc_steal_item(struct map_session_data *sd,struct block_list *bl, int skilllv);
int pc_steal_coin(struct map_session_data *sd,struct block_list *bl);
int pc_modifybuyvalue(struct map_session_data*,int);
diff --git a/src/map/skill.c b/src/map/skill.c index 6a4993ec8..d9af46f18 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -1031,7 +1031,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) { - if(pc_steal_item(sd,bl)) + if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL))) clif_skill_nodamage(src,bl,TF_STEAL,skill,1); else clif_skill_fail(sd,RG_SNATCHER,0,0); @@ -1896,7 +1896,9 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds type=(skillid==0)?5:skill_get_hit(skillid); if(damage < dmg.div_ - && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex] + //Only skills that knockback even when they miss. [Skotlex] + && skillid != CH_PALMSTRIKE + && skillid != HT_PHANTASMIC) dmg.blewcount = 0; if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) { @@ -1906,8 +1908,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds } if(sd) { - //Sorry for removing the Japanese comments, but they were actually distracting - //from the actual code and I couldn't understand a thing anyway >.< [Skotlex] + int flag = 0; //Used to signal if this skill can be combo'ed later on. if (sd->sc.data[SC_COMBO].timer!=-1) { //End combo state after skill is invoked. [Skotlex] switch (skillid) { @@ -1933,65 +1934,29 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds switch(skillid) { case MO_TRIPLEATTACK: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if (pc_checkskill(sd, MO_CHAINCOMBO) > 0) - delay += 300 * battle_config.combo_delay_rate / 100; - sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay); - clif_combo_delay(src, delay); - if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka] party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv); + if (pc_checkskill(sd, MO_CHAINCOMBO) > 0) + flag=1; break; - } case MO_CHAINCOMBO: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay); - clif_combo_delay(src,delay); + flag=1; break; - } case MO_COMBOFINISH: - { - int delay = 700 - 4*sstatus->agi - 2*sstatus->dex; - if ( - (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || - (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || - (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) - ) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay); - clif_combo_delay(src,delay); - break; - } + if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) + flag=1; case CH_TIGERFIST: - { //Tigerfist is now a combo-only skill. [Skotlex] - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if( - (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) || - (pc_checkskill(sd, CH_CHAINCRUSH) > 0) - ) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay); - clif_combo_delay(src,delay); - break; - } + if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) + flag=1; case CH_CHAINCRUSH: - { - int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex; - if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && - sd->spiritball >= 1 && - sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) - delay += 300 * battle_config.combo_delay_rate /100; - sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay); - clif_combo_delay(src,delay); + if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) + flag=1; break; - } case AC_DOUBLE: if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && - pc_checkskill(sd, HT_POWER)) { + pc_checkskill(sd, HT_POWER)) + { //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex] sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000); clif_combo_delay(src,2000); @@ -2014,6 +1979,13 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick; break; } //Switch End + if (flag) { //Possible to chain + flag = DIFF_TICK(sd->ud.canact_tick, tick); + if (flag < 0) flag = 0; + flag += 300 * battle_config.combo_delay_rate/100; + sc_start(src,SC_COMBO,100,skillid,flag); + clif_combo_delay(src, flag); + } } //Display damage. @@ -4223,7 +4195,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in case TF_STEAL: if(sd) { - if(pc_steal_item(sd,bl)) + if(pc_steal_item(sd,bl,skilllv)) clif_skill_nodamage(src,bl,skillid,skilllv,1); else clif_skill_fail(sd,skillid,0x0a,0); @@ -8613,7 +8585,7 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) if (bl->type&battle_config.no_skill_delay) return battle_config.min_skill_delay_limit; - + // instant cast attack skills depend on aspd as delay [celest] if (time == 0) { if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE)) @@ -8623,13 +8595,24 @@ int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv) } else if (time < 0) time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added. else //Agi reduction should apply only to non-zero delay skills. - if (battle_config.delay_dependon_agi && !(delaynochange&1)) - { // if skill casttime is allowed to be reduced by dex - int scale = battle_config.castrate_dex_scale - status_get_agi(bl); - if (scale > 0) - time = time * scale / battle_config.castrate_dex_scale; - else //To be capped later to minimum. - time = 0; + switch (skill_id) + { //Monk combo skills have their delay reduced by agi/dex. + case MO_TRIPLEATTACK: + case MO_CHAINCOMBO: + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + time -= 4*status_get_agi(bl) - 2*status_get_dex(bl); + break; + default: + if (battle_config.delay_dependon_agi && !(delaynochange&1)) + { // if skill casttime is allowed to be reduced by dex + int scale = battle_config.castrate_dex_scale - status_get_agi(bl); + if (scale > 0) + time = time * scale / battle_config.castrate_dex_scale; + else //To be capped later to minimum. + time = 0; + } } if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100) |